A fix for a major performance issue related to human ragdoll physics. A huge thank you to everyone who submitted bug reports, logs and game saves.
FIXED - A bad render state that could cause FPS and major performance issues on some systems.
ADDED - You can now transfer ships between stations.
--First, you need to be at the station where you want to transfer your ship.
--Open the "SHIP STORAGE" UI from the ship screen (left panel near repair, ore refinery etc.)
--From the lower list on the STORAGE popup (ALL SHIPS STORED AT STATIONS), select a ship from the list that is NOT CURRENTLY STORED at the station you are on.
--Select "TRANSFER SHIP". A dialog will pop up notifying you that it will cost 20,000 CREDITS and take 10 minutes to arrive. Select OK.
Your ship will begin the transfer. This cannot be canceled. Only one ship can be transferred at a time. NOTE: Time in game does not progress when you are in menus like the ship ui, inventory etc. Exit the screen and proceed about your business. You will be notified when the ship arrives at the station.
--While a transfer is taking place, you cannot swap ships.
--While a transfer is taking place, you cannot purchase new ships.
ADDED - Achievements
40 Achievements added - 3 of these are hidden related to the end game. Many of these had already been tracked in existing saves, so you may see achievements pop up on the screen the first time you load a game. Others, for example, enemy elimination achievements (among others) were not. Anyway, load your favorite save and kick back for a while as the achievements trigger...
ADDED - The often requested "CONTINUE" button at the main screen. Any save (auto save, quicksave, manual save) stores the most recent save. As long as a save has been made after this patch, the new CONTINUE button will be displayed on the main menu. This is not to be confused with the CONTINUE button while in a loaded save which merely continues your current session...
I'll be looking into a EXIT SAVE for the next major patch. For now, you must save your progress before exiting the game if you want to continue from where you left off.
ADDED - Icon links to Discord, the Stellar Tactics Wiki and a bug report icon that will open the log folder.
FIXED - Game is now paused when recruiting a NPC.
FIXED - The recruit NPC window can now be exited with the ESC key.
FIXED - You can no longer save when recruiting crew members until they are actually completely recruited. Previously, saving in the middle of recruitment and loading that save could cause unexpected results.
FIXED - Various typos.
FIXED - Various navigation errors in Aznari ruins.
FIXED - Various strings that did not fit in UI fields.
FIXED - Game lockup if docking/landing while in space combat.
UPDATED - German translation.
UPDATED - Mission flags and other object indicators on radar made larger.
UPDATED - Reduced schematic unlock requirements via crafting.
REMOVED - I removed blocked achievements if using advanced gameplay options. Achieve your way!
FIXED - Lockup when entering the 4th Aznari ruin.
FIXED - Updated floor colliders in Aznari ruins.
FIXED - "Who goes there" mission would not allow players to enter star system from FTL space.
FIXED - A bug that would lock the game up when boarding ships.
Hotfix - No version change. FIXED - An edge case related to boarding the Command ships (end game).
UPDATED - When targeting turrets to multiple ships, rolling over a turret does a better job of highlighting it's target in the left target list UI.
FIXED - Ghor Command Ship anomoly systems are now correctly targeted on the star map in the log. Previously, the could only be targeted using the objective tracker in FTL space.
FIXED - Orbital stations in star systems where Aznari Cannons are deployed could not be boarded.
FIXED - Cleanup pass on critical hits from bonus values applied via mods. Note that weapon wear affects criticals - so, a repaired weapon will crit more often than a worn weapon.
FIXED - A few collider errors where enemies/player could fall through world.
FIXED - Selected crew members (unarmed primary or sidearm slots) would lock up the character info and inventory screens.
FIXED - DEMOLISH and BACKSTAB now correctly add AP at various tiers. Previously, they required a skill level 1 level higher than the stated value.
FIXED - Procedural trade missions are no longer generated in Saod to Cronus, which does not have cargo storage.
FIXED - A display error on the CTH display related to equipped mods. An example would be a HAFT equipped on a PUGILISM weapon not displaying correct CTH values.
FIXED - Consolidated various MIN/MAX DAMAGE errors in rollover info vs info displayed for primary and secondary weapons on the equipment and character info screens. Note that rollover info for weapons in inventory, stash and vendors (not equipped) take into account mods on currently equipped weapons that modify STATS and other bonuses. Equipping a weapon with different mods will result in different damage values from the rollover inventory preview.
FIXED - A fix for a bad state at end game.
FIXED - Edge case that could disable the ability to FTL if certain conditions were not met.
FIXED - When mining derelict wrecks, loot containers could not be looted once the wreck was completely mined.
FIXED - Error when boarding "Command" ships.
I'm pleased to release Chapter 3 today. As always, it is likely a few bugs will pop up over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the forums.
You will not need to start a new game if you have an existing save. I do not wipe saves between content updates.
Stellar Tactics is now full BETA. I define BETA as CONTENT COMPLETE and MAIN FEATURES COMPLETE. Adjustments and smaller features pending. It's kind of an old school definition. I like that!
CHAPTER 3 - Chapter 3 begins once the mission "The truth about Jensen" is completed (end of Chapter 2). If this mission is in your "COMPLETED" tab you should be contacted after a short time to start the latest content when you enter FTL space. The first mission of the new content is "The Cannon is ready!"
COMBAT - Combat in chapter 3 really ramps up. You will need to use all the tools you have including Azimuth, Psionics and a large number of grenades to keep things under control. As far a space goes, there is mandatory space combat, so, equip those ships with the best gear you can find. I really recommend a heavy fighter or a larger cargo vessel with good shields, armor and weapons. Really, you are going to need to be prepared.
ACHIEVEMENTS - Unfortunately, they are not ready for release right now. I am working on them and they should be out soon.
Localization - Chapter 3 localization is machine translated, so there are likely to be errors in languages other than English. I'll be opening up Crowdin for community localization in the next few weeks. If you are interested in joining the community translation, send an email to support@stellartactics.com and I'll get back to you.
WHAT'S NEXT?
Achievements - You know what this is...
Unique named weapons - Special weapons players will discover through various means.
Better mission guidance - While objectives are now shown on the radar, there are a few additional things I would like to add to help players progress through missions easier.
Crew mission system - Send idle crew members on missions.
Expanded mission variety - More variants of existing mission types. More ways to acquire missions.
Simple tutorials - Mini tutorials that guide players through the interface and systems.
Additional key binds - Some keys are locked right now and I'll look at providing more options.
Community requests - things like ship transfer between stations, looking into overwatch (no promises) etc.
Polish, tweaks and bug fixes.
GENERAL PATCH NOTES: Updated - You can now name your ship. Select the ship name at the top of the upper left side of the ship UI (above "THRUST") to edit your ships name. Then press the green check mark to commit the name to the ship. Your ships name will be displayed at the top of this screen whenever you open the ship UI.
Updated - Aznari Ether inventory objects now stack in inventory and stash by type (shard, stone and relic). The game will parse your existing inventory and stack any shards it finds.
Updated - When crafting weapons, the default state of the weapon level slider bar is now level 1.
Updated - In space combat, enemy shield regeneration boosted in "HARD" mode.
Updated - Weapon status effect bonuses (innate/perk) are now displayed in rollover info. I have a bit more work to do on this.
Updated - In combat, selecting crew portraits at the top of the screen, and portraits in the turn order list will now center the camera on that target.
UPDATED - Jensens door on the Dauntless. I re-wrote the scripts for this with multiple redundancies including iterative checks that the player had actually completed both 1) Cleared the deck and 2) Gathered Rhamus' logs. Jensen's door will not open until both of these missions have been completed. Updated the mission text for both missions so the requirement (both objectives complete) is clear. Rhamus' logs have been moved from his room to various locations around the deck in the lab area.
UPDATED - You can now cancel boarding missions from Phestus. This can be done in space by selecting the boarding mission in the objectives list. A new button is displayed - "CANCEL MISSION" and will remove the current mission from the list. Phestus will offer you a new mission after some time.
UPDATED - When you rollover the log window, the background is now opaque.
UPDATED - When expanding the log window in space, the objective tracker is hidden. Collapsing the log window will display the tracker.
UPDATED - When using fast travel on the FTL map, star systems when you arrive at your destination load much faster.
UPDATED - When a log is looted, a new popup displays the name, date, subject and entry. The log is still stored in the log [L] DATA tab for review. This UI displays the first log entry. If there are multiple log entries, a message is displayed letting you know additional entries are in the DATA tab of the log screen.
Fixed - Sorting inventory, cargo and vendor UI's by value would fail when values were above 1 million.
Fixed - It was possible to transfer large quantities of items from/to storage by entering values beyond what is in your cargo or cargo storage in the numeric field.
Fixed - Trade widget would not add commas to values in some cases.
Fixed - Trade widget when values over 1 million would display notation instead of value.
Fixed - If you had over 999 grenades, they were not displayed correctly on the grenade selection popup and shared inventory.
Fixed - Jenny Hui now spawns with the correct SMG fire modes (SINGLE/BURST)
Fixed - Targeting Saod in FTL space and selecting the Indomitable will now display the correct portrait in the target HUD.
Fixed - Some missions were displaying incorrect mission location data in the log.
Fixed - Various active menus allowed interacting with background UI elements that should have been inactive. This would occasionally lead to a lockup.
Fixed - It was possible to quicksave (F5) and quickly open the main menu. This would lead to a game lockup.
Fixed - Hostile attacks by random enemies were not being triggered in star systems that had no stations. A hostile attack is not related to incursions which are missions generated by System Command. Hostile attacks cannot be turned off using the "Space Combat Incursions" slider in the gameplay options. There is always a chance that enemy ships can spawn.
Fixed - After FTL fast travel and/or quickly entering and exiting star systems, incorrect materials could be applied to procedural planetary bodies.
Fixed - Improved load times when entering and exiting star systems (to/from FTL space).
Fixed - Movement during Aznari pillar lightning animations is now disabled.
Fixed - Disabling high resolution textures in the options menu now correctly loads and displays low resolution materials for various objects that are pre-loaded.
Fixed - [Z] now toggles Azimuth UI on/off.
Fixed - Colored icons were displayed in the Azimuth UI if simple icons were selected in options.
Fixed - The number of shards displayed in the Azimuth UI were not updated correctly.
Fixed - You can now sort for ship refineries using the cargo sort filter when trading with a ship equipment vendor.
Fixed - Lockup when changing buffer resolution from the video options menu.
Fixed - 2 hand blunt and 1 hand piercing starter weapons were incorrectly labeled as blunt and piercing instead of kinetic. This fix is not retroactive.
Fixed - In ground locations, the map could be displayed when it should be locked.
Fixed - Active mission flags displayed on radar in ground locations do a better job of checking for active mission objects.
Fixed - A bug related to "activate" type missions where incorrect completion data (number of activations) was being saved to the environment.
NEW - You can now toggle between fullscreen and windowed mode in the video options menu.
NOTE: If you use desktop scaling it could cause problems with the screen resolution after changing from windowed to full screen (right-click desktop->"Display settings"->"Scale and layout" above 100%). You have two options:
UPDATED - After defeating the Brood Mother in the Aznari Ruins after the Dauntless, the door is automatically opened.
UPDATED - Default SMGs are now generated with single and burst fire. Mods can expand this to single, burst and full auto.
UPDATED - Removing a trigger group will now restore the original weapon fire modes. This is NOT RETROACTIVE. Any OLD weapons that were not generated with this newly saved data will default back to single fire mode and a message will be displayed in the log. Re-equip a trigger group to set your fire modes on old weapons. Backup fire mode data is now generated for new crew weapons when creating a new game, loot dropped going forward, crafted weapons going forward, new NPC recruit weapons and special characters that join your crew (Rhamus/Jensen) going forward.
UPDATED - Some changes to game startup sequence and asset pre-load.
UPDATED - Dauntless areas now generate the in-game map with all areas exposed. Fog of war still active.
UPDATED - Some ground missions now add indicators to the mini-map for objects that you need to interact with.
FIXED - The Dauntless hacking tool mission from Rodger Crayson would not place the hacking tool in inventory occasionally when looting the cabinet. Looting the cabinet no longer places the hacking tool in inventory - instead, it moves the mission forward. You must speak with Crayson after looting the cabinet and he will place the hacking tool in your inventory.
FIXED - Multi-stage procedural missions generated by station NPCs could lockup the game if inventory was full when receiving the final reward.
FIXED - Multi-stage procedural missions abandoned by the station NPC before completion could rarely lock up the game when generating rewards.
FIXED - Trade contracts were occasionally generated for bad target stations. That is, a trade contract could send you to pick up or deliver a contract at a station that did not exist. If you have an existing contract that has a bad destination, just delete the contract. Going forward, bad stations are scrubbed from save data when a save game is loaded so this "should" not be an issue in the future. If you see this again, please let me know.
Data update only. No version change.
FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.
FIXED - Various pathing errors in the same mission area.
Ver 0.731 A few updates and fixes - mostly related to the Ruins after the Dauntless.
ADDED - Added enemy variants in the Ruins after the Dauntless. It's not just Arachs now.
UPDATED - Added exit indicators on the radar and map in the Ruins after the Dauntless. This should make it easier for players to identify the exits.
UPDATED - Border colors for quality are only displayed when color icons are selected in the video options panel. If you are using the new simplified icons, quality is displayed in the icon itself.
FIXED - The display on the radar and map were broken in the Ruins after the Dauntless. This was related to a bad material z-order that was clipping the map geometry.
FIXED - Z-order clipping of several objects in Ruins after Dauntless.
I'm posting a few updates and fixes today. This is not the BETA patch. I'm working on it. This patch is larger than usual because of material changes to support the GPU support mentioned below.
UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.
To be clear, this change will not impact most players using gaming PC's.
Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.
The Steam overlay is disabled in this mode.
Dynamic shadows are disabled in this mode.
Ambient occlusion is disabled in this mode.
Rendered vertex curves are disabled in this mode.
UPDATED - Increased the ground equipment schematic drop rate.
UPDATED - Adjusted weapon damage based on quality tier. This is a global weapon modifier and should apply to new and existing weapons in your inventory.
UPDATED - Scenes should be a bit brighter now - extended the dynamic lighting attached to the camera when you scroll around the level.
UPDATED - Minor changes to UI SFX that annoy me.
UPDATED - Restored equipment border color indicators in inventory.
Fixed - Starting equipment for SMG - fire modes set to BURST and FULL AUTO - single fire removed. This may require equipping and unequipping the weapon.
Fixed - If using simplified icons - rollover info now displays the correct icons for slotted weapon mods.
Fixed - If using simplified icons - when trading stacked items to vendors or station storage now displays correct icons.
Fixed - In cargo storage, when sorting by ore, both refined and unrefined ore are displayed.
Fixed - A bug that require the player to press the approach icon before being able to dock or land on planets introduced in the last patch.
Fixed - A number of errors and missing strings in the French translation.
Fixed - A few missing string entries for localization.
Fixed - Enemy HP display on rollover info window would occasionally be out of sync.
UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to recenter the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks
FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jum point and circling it etc.
Fixed - When using player generated custom portraits, the paper doll area of the inventory was not displayed correctly.
Fixed - Corrected portraits of Kchor and Fabricants in the recruit display.
Version 0.726c
Hair models were not being correctly applied to character models based on new portrait selections. I'll be doing a bit more testing on this - however, this should solve the majority of the issues - like offset hair, incorrect hair color etc.
0.726b
Selecting some of the new Kchor and Fabricant portraits could lead to a lockup when re-entering the character information and inventory screens.
Shields now display correct colored quality border in loot window.
Fixed a potential crash bug.
Crew models selected to match character portraits should be better aligned. Let me know if you see any errors. Updated models only update on transition so they are not visible immediately when selecting a portrait.
Hi all. I decided to branch away from the chapter 3 content so I could post an update that includes a few things I think you might like for the holidays.
First, this build does not include chapter 3. I am still working on that and it is moving along (finally) at a reasonable pace. Instead, I am releasing a smaller update with the following main features:
Updated icons – The new icons are simplified and designed so you can easily visualize object types (weapons, armor etc.) and their quality levels at a glance. These icons are now the default icons for the game. You can revert to the original icons in the options menu in the video panel by selecting “Vivid Icons”. You can do this in-game and open the inventory and then exit to instantiate the changes. I’m still looking into icons for the various perks.
New crew portraits - By default, updated portraits will be assigned to your crew. If you preferred the old portraits, they are still available by entering the inventory or character info screens, selecting the crew member you want to adjust and then clicking the portrait. The portrait/voice UI will be displayed. Scroll past the new portraits, and you will see that the old portraits are available for selection. Note that you can also open the crew manager, select a crew member, select “REVIEW CREW MEMBER” and adjust the portraits. When starting a new game, the old portraits are not available – though they can be assigned once you are in the game.
Custom portraits – You can now add custom portraits to the game. Detailed instructions are provided in the new “PLAYER_PORTRAITS” folder in the install directory. Here are the basic steps.
Once you have added your portraits/illustrations, launch the game and load any save (or create a new game). Open the inventory, select the crew member you want to adjust and select the portrait in the upper left of the screen. The portrait/voice UI will be displayed. Scroll through the portraits and if everything was done according to the instructions, you should be able to select your custom portrait.
Custom portraits must be assigned once you are in the game. Right now, they are not visible during character creation.
Updated NPC portraits - I've updated all main story NPC portraits.
I hope you all have a wonderful Holiday and best wishes to you and your families. Thank you for supporting Stellar Tactics!
HOTFIX - In a very rare use-case, the ship screen and cargo transfer screens would not display correct.
FIXED: FTL fast travel would overwrite star system entry point data placing the player ship in an incorrect star system position on entry.
FIXED: Targeting enemy ships when using the new simple mining system would result in losing the ability to attack enemy ships on occasion.
UPDATED: Pre-loading FTL space resources at game load for faster load/stream times to FTL space.
FIXED: Turret rollovers would stay visible if set visible before transitioning to a ground location.
FIXED: "Alien relics" and "Ancient texts" contraband trade orders could not be deliverd to the destination trade order location.
FIXED: Adjusted entry position away from the center of star systems when fast traveling on the FTL map.
A bunch of changes today. Some may be relieved to see a new option in the gameplay menu that will revert mining to the old system if you prefer the original mining system.
ADDED: A new option ( "SIMPLE MINING" )is available in the gameplay options menu if you prefer the original mining system.
UPDATED: You can now press "ESC" to exit the ore refinery.
UPDATED: Added a label to the ore refinery that explains that once you start the ore refinery, you can exit the screen and refining will continue in the background. Ore refining can take place anywhere, even when exploring ground locations - as long as you have ore to refine.
UPDATED: Camera cursor edge scrolling is disabled by default. You can set the option in the options menu. If you had already set the option on or have an existing game, edge scrolling should still be enabled.
FIXED: A bug related to autosaves overwriting options settings.
FIXED: An incorrect options save parameter for the new dark space option.
FIXED: In rare cases, faction agents were not accepting completed missions.
FIXED: Faction agents could offer multiple missions in rare cases if players very quickly clicked and asked for a new mission while the originally accepted mission was still processing acceptance. This would break the agent.
FIXED: Selecting a completed faction agent mission in the objectives list would, on occasion, not select the target location when returning to the faction agent when in the return star system.
FIXED: Reduced volume of NPC ship FTL jump sound effects.
FIXED: Mission prompts and incursion requests should no longer interrupt various tutorials.
FIXED: If a med-kit is enabled when entering inventory or other menu's - the med-kit is disabled and the default cursor is restored.
FIXED: Ship speed in FTL space was being reduced/interrupted when setting a new course or selecting a new target.
FIXED: When approaching a ship in FTL space, your ships speed is reduced to match the targeted ship when you are close to the targeted ship.
FIXED: Enemy ships in FTL space cannot be attacked using the attack ship key bind.
FIXED: Many small consistency issues with UI elements.
I'm posting few fixes and updates in todays patch before I lock everything down and start integrating the chapter 3 content. I've completed all assets for the new content update and it's time to put everything together.
This update adds pre-caching for all space content. You will notice that resources are being loaded when the game launches. This means a longer load to the main menu of the game, however, load times to space while in the game with be much faster. I also did a bit of work on load times for transitions between ground locations and will continue to work on this.
You will also find a new "Dark Space" option to video options screen. This will set a single high resolution sky throughout the game. I felt this was a good option for players who would prefer a more realistic experience when fly through space. If you enable this at the main menu, loading a save will apply the new setting. If already in the game and in space, you will need to save and reload to see the changes.
UPDATED: The game now pre-caches content when first loading the game. This results in transitions from ground to space loading much faster than before. Your mileage may vary.
UPDATED: Improvements in loading speed between ground mission areas.
UPDATED: Using the character info, inventory, log, and ship UI now pauses the game while in space.
UPDATED: Asteroid fields indicated by AF in the star system object list on the star map and in space are now named "Asteroid Field ".
ADDED: The video options screen now has an option for "Dark Space". This will set a single space material taken from public domain imagery of the Milky Way galaxy. I'm adding this for those of you who would prefer a more realistic space background. When enabling this option, you will need to exit and launch the game again for the option to take effect.
FIXED - Raider base story location - lighting and transition from last level to previous level location.
FIXED - Crew members would occasionally spawn above floor level in some areas.
FIXED - Map zoom in/out now matches the environment zoom mouse wheel settings. In - mouse wheel forward. Out - mouse wheel back.
FIXED - Disabling autosaves from the options menu was not functioning as expected.
FIXED - In a few instances, NPC's turned hostile could end up invisible. For example, Lazlo Eklund.
FIXED - Crew members equipped with armor, weapons, devices, and shields cannot be dismissed. You must remove all gear from a crew member before dismissing them in the crew manager. This resolves a problem where the crew could be dismissed, destroying story-critical devices like the Aznari Scanner and Psionic Amplifier.
FIXED - Missing planetary description info when targeting Coven base during story content mission.
FIXED - Ship pitch control would invert when flying in certain directions while using the keyboard controls. Tuned keyboard controls so they are more responsive.
FIXED - A bug that would fail to display planetary mining node scan data.
Fixed: Cargo volume on the "Ship" screen was not displayed correctly when various sorting filters were applied.
Fixed: Ship equipment on the "Ship" screen did not display the correct quality indicators in the cargo list.
Fixed: If you had very high skill in mining, and perks selected (+Mining speed), it was possible that you could depleted an asteroid before fully heating the asteroid. I adjusted the minimum bracket scaling to compensate for this.
0.722
Fixed - Ship repair components should not be rewarded from asteroids - really - I really hope so this time :)
Fixed - When mining, the asteroid "heat" bar would flash and disappear when mining.
A bit of tuning on the new mining system:
--The "Lower" indicator of the "sweet spot" when mining is decreased further with mining skill. At higher levels of mining skill, it was possible that an asteroid could be depleted before it even warmed enough to enter the "ideal heated" state.
--Increased the amount of ore generated overall when mining. The new system feels a bit slower because asteroids are being depleted at a slower rate - however, the amount of ore mined is greater than before over the same amount of time. Increasing the amount of heat (changed above) and increasing the amount of ore generated should bring things back to where they were before - if not better.
--Increased the amount of heat generated during a pulse.
--I should mention, some asteroids are "clunkers". This is by design. You can usually tell when you crank the energy on a turret to max and after a few pulses, it has not heated significantly. It's best to stop mining that asteroid and move on...
Fixed - Cargo inventory was not being displayed correctly. This was a display only issue and did not affect the items in your cargo. Let me know if you see any further issues related to ship cargo not being displayed.
Fixed - If an asteroid was clicked rather than actually targeted by first selecting a turret, the asteroid would incorrectly think it was already targeted and could not be mined.
Fixed - In some cases, stopping mining could leave an asteroid in a state where it could not be targeted by other mining turrets.
Fixed - Asteroids were rewarding ship repair components - ooops!
This update brings the updated mining system, fixes, advanced options and QOL changes.
Updated mining system:
The old mining systems was pretty much click and forget. That's still the case with wrecks, however, asteroid mining has changed. The new system uses "heat". As the turret pulses, the asteroid is heated. You have control over how much power you allocate to your turrets, which in turn controls the ideal temperature of the asteroid. You can only target asteroids with a single turret. Attempting to target an asteroid that is being mined will generate an error message in the log. Increase power to your turret to quickly heat the asteroid. As you approach the ideal temperature, back off a bit on the power until turret pulses remain between the "sweet spot" brackets. The bottom bracket will extend downward as you gain more mining experience making it easier to keep asteroid heat under control. Some asteroids are bit more unstable than others and the amount of energy required to maintain ideal temperatures will vary. Overheating asteroids will quickly deplete the asteroid and result in lower yields. If the asteroid is too cool (temperature below the bottom bracket) less ore is produced. You can see the remaining amount of ore left in the asteroid in the circular progress bar. The bar is also color coded - red=too hot, yellow=ideal, blue=temperature too low.
When mining wrecks, you can target all turrets, so, no major changes in salvaging these objects. There are a few changes: Reduced the amount of ore produced by wreckage. Increased the number of ship repair components harvested. Changed the color of the mining turret beam when mining wreckage.
FLT fast travel
You can now choose to fast travel in FTL space. There are two limits: You cannot fast travel to nearby star systems. There is a maximum range for fast travel.
To fast travel, enter FTL space. Choose a target star system by either selecting the star system on the Universe Map, or if a story/mission location, select the mission in the objective tracker. The upper left panel will display the targeted star system. There will be a new icon that can be selected that will move your ship near the selected system. There is a short delay while universe data is generated when traveling between star systems using the fast travel icon.
Advanced gameplay options
I've added advanced gameplay options to the options menu. These options are only visible when in a loaded game - not at the main menu. These are not global settings and only apply to the save game they are set in. You can reset these advanced settings at any time. All gameplay options now have rollover help.
If any of these options are enabled, the game will stop tracking Achievement progress. Resetting the advanced options to default will re-enable achievement tracking Currently the game is tracking a number of things like enemy deaths, ships destroyed etc. Any progress in existing saves will reward achievements when achievements are enabled later in the roadmap.
GROUND COMBAT: Increase/Decrease enemy damage Increase/Decrease enemy health Enable/Disable enemy missile launchers Enable/Disable enemy grenades
SPACE COMBAT: Increase/Decrease enemy ship damage Increase/Decrease enemy ship shields Increase/Decrease enemy ship armor Increase/Decrease enemy ship systems (boarding systems)
EXPERIENCE MODIFIERS: Increase/Decrease general experience rewarded Increase/Decrease space skill experience rewarded Increase/Decrease support skill experience rewarded
VENDOR PRICES- Note that any modifiers adjusted are applied after faction and charisma bonuses. Increase/Decrease vendor prices for items sold by vendors Increase/Decrease vendor purchase prices for loot and gear Increase/Decrease ship prices at vendors
QOL Items You are now warned if you enter a star system or a ground combat location that is well above your crews average level. Date and time have been added to save games. This is not retroactive and only new saves will register the date and time. Sorting options have been added to the cargo hold column headers. Repairing equipment only requires a single click now and will repair items as long as repair components are in your inventory. Increased ship repair components rewarded when mining wreckage. The number of components harvested are not displayed in the log.
Things that didn't make it Crew missions did not make it into this build. This system needs more time in the oven before I can release it. I'll get this done as soon as I can and release a patch when it's ready.
Added: When on the FTL map, you can now fast travel to star systems within a certain range. If fast travel is available for the selected star system, a new icon is displayed to the right of the "APPROACH/ENTER SYSTEM" icon under the selected star system panel in the upper left of the screen. This allows players to move quickly through FTL space to story mission locations and other star systems. Whether or not you use it is up to you. Azimuth does not recharge in FTL space when fast traveling. Piloting experience is not granted when fast traveling. (See piloting EXP below) Added: Date and time added to load/save interface. This is not a retroactive fix. Saves that have no date/time data associated will display the date as "---". Added: You can now sort alphabetically, by value and quantity on the ship cargo screen [K] by selecting the column headings. Added: If you unintentionally stray into a star system that is above your average crew level, a message is displayed to the screen and your log letting you know you will be annihilated forthwith. Updated: Repairing equipment now requires a single click and will automatically complete the repair process for the selected item if enough materials are available for the repair.
Updated: Jump point models. Updated: NPC ship navigation updated for better collision avoidance with planets and other objects. They will now prioritize avoidance with planets adjusting course as necessary. Updated: NPC ships are less likely to ram you in space combat. Updated: Piloting EXP is no longer earned by entering or leaving FTL space. Instead it is calculated by distance traveled over time both in star systems and on the FTL map. Piloting EXP rewarded from space combat has not changed. Updated: Increased overall ship repair components when mining ship wreckage. Updated: Asteroid mining now uses "heat" to determine yield of asteroids. Keeping the asteroids heat levels within acceptable tolerances increases the yield of asteroids. If the asteroid is cool (below the bottom bracket) less ore is generated. If the asteroid is too hot (above the upper bracket), the yield is lowered and the asteroid is destroyed faster. Updated: Only one turret can be targeted to an asteroid now with the changes to the heat system. You can mine multiple asteroids at the same type by selecting the turret and targeting asteroids. If an asteroid is already being mined by a turret, a message is displayed to the screen that the asteroid cannot be mined by more than one mining turret. --If you are too aggressive with heating, asteroids can get in a state where they are very hard to cool. You may need to stop mining the asteroid and let it cool down. Updated: Reduced overall ore yield when mining ship wreckage. Note that you can target all mining turrets to wreckage. Updated: Changed beam color to blue when mining ship wreckage. Updated: When awarded ship repair components, the number of components rewarded is now displayed in the log. Updated: If your ship is not moving, you will take additional damage in space combat. Some ships may be able to tank this additional damage if they have excellent shields and armor equipped. Updated: Reduced general EXP gain from space combat applied to crew in ship station slots.
Fixed: The in-game guide is now accessible in the middle of space combat and will pause the game. This also applies if space combat is currently paused with the P key. Fixed: Collisions with objects in FTL space and in star systems now return control to player much faster. Fixed: When loading a save game in a star system, NPC ships could spawn in the center of the sun. Fixed: In some cases, mining beams were not displayed when mining ship wrecks. Fixed: In some rare cases, it was possible to spawn in the wrong universe position when first launching your ship from the planets surface. Fixed: If stun immunity through Azimuth was active, and NPC's used stun grenades, crew members were partially stunned leading to various UI elements not working as intended. Fixed: Initial ground exploration camera rotation values could be set to zero, locking the camera from rotating in new playthroughs. This required players manually set the camera rotation value in the gameplay options menu. Fixed: Incorrect display of pooled experience toggle in options menu selection box. Fixed: Crew member in ship repair slot was not receiving general experience from space combat. Fixed: Crew member combat state was not completely cleared after combat in rare cases resulting in various errors. Most visible was that crew member was stuck in combat idle stance with no weapon in hands.
Thats all I have for now. I'll keep an eye on the forums and address any issues that pop up. Thanks as always for supporting Stellar Tactics!
UPDATED: You can now center on crew during an enemies turn using the "Q" key. "Q" is the default for the follow camera and will always center on the selected crew member.
UPDATED: Refactored saved options xml attributes for consistency and to avoid duplicate attribute names in legacy saves.
FIXED: A number of bugs related to capital ship debris persistence.
FIXED: A rare edge case where Zabin Morbain at the research station would not enter dialog.
FIXED: Spamming the end turn key very quickly could result in crew members or enemies skipping turns. A second click on the space bar will no longer end your turn. You must select an option by clicking or pressing keys 1-3 or ESC to clear the end turn state.
FIXED: Ending turns quickly with the psionic amplifier equipped could result in the end turn options displayed behind the the amplifier skills bar.
FIXED: A lockup if dialog in space was initiated with a NPC and the crew manager or help screen were visible.
FIXED: The display of available Azimuth effects and totals of these effects were incorrectly displayed on rollover of various UI elements if crew size was reduced below 4 active crew members. The effects themselves were always applied correctly.
FIXED: When shared experience was enabled, crew members were gaining experience when crew size was smaller than 4 crew members.
FIXED: It was possible to use right click or double click to equip weapons in combat from shared inventory, avoiding the 4AP weapon swap penalty.
FIXED: Trying to equip a weapon that you did not have the skill to equip would still cost 4AP.
6/15/23 - 0.715 UPDATED: Pooled experience. Pooled experience will even out general experience gain between dedicated ground crew members so they level at an equivalent pace. --General experience is now rewarded at the end of each combat session and the pooled total experience will be divided equally between each crew member regardless of KO. --Leveling will progress a bit faster with pooled experience. --Crew members who are behind will slowly catch up to the rest of the team. --Skill gain will remain as it is now. --Pooled experience is enabled by DEFAULT. --You can switch to the original method of gaining ground combat experience by turning of "POOL COMBAT EXP BETWEEN CREW" option in the options->gameplay menu if you prefer to micro-manage EXP.
UPDATED: Crew members in ship station slots will now recieve a small amount of general level experience along with the usual skill experience when a ship is destroyed. UPDATED: Any mission that gives a reward (loot) will now also reward a small amount of general level experience when completed/turned in. UPDATED: A few changes to the option settings being saved and loaded. I've also added debug info to help track options not being saved correctly on some systems. If you do have any problems with settings, please send your log from that game session to support@stellartactics.com. You can find the log in the game install folder->"Log" folder. UPDATED: Enemies no long fade when they die, and remain until you leave the area. FIXED: A bug related to the combat queue when initializing the combat queue with an attack requiring more ammo than the weapon has loaded. FIXED: Crew member Azimuth AP bonuses were not being applied when reloading the area from a save where the Azimuth effect was triggered. FIXED: When ending a turn quickly, it was possible that the UI would end in a state where the end turn hotkeys would not respond and you had to manually click a end turn option.
UPDATED: Raised level cap from 60 to 80
UPDATED: Adjustments to initiative to level out how INT affects turn order.
FIXED: Shields and mods once again display item quality borders in the shared inventory.
FIXED: Various pressed key inputs will not activate ship functions while in inventory, log, ship and character info screens.
FIXED: Azimuth screen can no longer be opened while hacking.
FIXED: Ship component wear was not being copied from and to ship storage correctly. Note, in some cases the game may reset a ships equipment wear values when tranferred to/from storage if needed to 100% the first time this is done.
FIXED: Possible fix for rare state where a player character could be unable to move after transitioning to a new ground location.
FIXED: A bug related to universe data load on 32bit systems.
FIXED: A fix for a case where speaking with Rhamus and then Rodger Crayson during the main campaign could block progression.
FIXED: A few translation errors.
UPDATED - Increased the number of bonus equipment repair components received from salvaging.
UPDATED - Some work done on shotgun AOE related to enemy position above or below player position. I'm still looking at this closely.
FIXED - Grenades not damaging or applying effects to enemies. This bug applied to all grenade types - frag, stun, etc.
FIXED - Missiles not damaging or applying effects to enemies.
FIXED - Missiles could get caught on world geometry and explode prematurely when you had clear LOS to the enemy target.
FIXED - Aznari shards had no rollover info and were not displayed in the stash.
FIXED - Aznari shards are now visible in inventory after using the sort option and are sortable in stash.
FIXED - Aznari shards that were sold to vendors did not show in vendor inventory immediately after selling the shard.
FIXED - The game would lock up when boarding incursion ships.
FIXED - Phestus was not delivering boarding mission rewards when when you sold a ship to Arkus.
FIXED - The game would lock up if you opened the crew manager [J] and then opened the inventory, log, character info or ship UI.
CHAPTER 2 - Pick up where you left off after completing chapter 1 with a message when entering space. Note that there are some very tough battles in this chapter so, grenades, Azimuth (when you get it) and Psionics will really help.
AZIMUTH - The final ground combat system to be implemented. Azimuth is a reward received during the chapter 2 story. It provides you with a variety of powerful effects that can be mixed and matched to both benefit your crew during combat and to debuff enemies. Effects last through an entire combat area so they are best used either at the start of an area or when you have tough enemies to defeat. Azimuth uses energy gathered over time through combat, space travel and by charging Azimuth with Aznari Shards. Chapter 3 (the final chapter) will introduce Azimuth which can be used in space combat.
MISSION NPCs - Mission NPC's can now be found on stations. When pressing the highlight key (TAB by default), mission NPC's are highlighted in BLUE. These missions offer cash rewards, loot, faction tokens and general faction. All of these missions have several stages/locations that need to be visited with different objectives and pay out rewards based on the number of stages required to complete the mission for the NPC. This is the first pass at NPC missions. I expect that I will be expanding on and refining the NPC mission system over time.
TRADE AND SMUGGLING MISSIONS - Trade and smuggling missions will be offered occasionally when entering a star system that has orbiting stations. These missions are only offered if a star system does not have an ACCEPTED buy or sell order registered in your Trade Net. Expand your trade network using beacons to take advantage of these missions. These missions always pay out bonuses that are above market value so it is always worthwhile taking the missions when offered. There is no timer so you can have as many as 20 of these missions available at any time. 20 is the maximum number of active trades allowed via the Trade-Net. Note that you can fulfil ore and refined ore missions by mining and refining ore yourself. Or, you can just buy the goods on the Trade Net. Of course, mining and refining ore will offer the most profit from these contracts. The volume required by these missions - that is the number of items needed to fulfil a contract, is based on your current cargo capacity. Ships with more cargo will be offered larger batches of commodities to trade. Trade contracts scale based on the amount of credits you have available when the contract is offered. There are special contracts that reward a very high return. These are offered by NPCs you have met through the games story content. Trade contracts can be canceled in the Trade-Net with no penalty.
BOARDING MISSIONS - Phestus will offer simple boarding missions - so he can retire, you know. He will start giving you missions once you have a FTL Drive after you complete his story mission in Achmedius. Only one boarding mission is offered at a time. To receive the reward, board any ship of the type that Phestus needs parts for. When selling the ship to Arkus, Arkus will route the parts to Phestus and Phestus will reward you. These missions cannot be abandoned. To get another mission, you should complete the current mission provided by Phestus. These missions are basically a bonus to the payout you receive and give players specific ships to target. Pick your targets carefully. Boarding ships will reduce your standing with the owners main faction.
A NEW MISSION TYPE related to the chapter 2 story line. This is a ongoing permanent mission in your log. You will know what it is when you you get it.
ACCESS STATION CARGO FROM SPACE: You can now approach any non-hostile station and access the stations cargo terminal without boarding. This makes it a lot easier to store ore you are mining and deliver trade goods between stations. To display the cargo icon, click the station itself in space when you are close enough to board. A new icon will be displayed allowing you access to the cargo interface.
ADDED NOTES ON THE STAR MAP: You can now add notes to star systems on the star map. Selecting any star system will display a notes area above the lower-center detail console. Star systems that have notes will display a green box around the star system.
YOU CAN NOW VIEW SHIP REPAIR COMPONENTS: Harvested ship repair components used for boarding can now be viewed on the ship menu [K] by selecting the new button under the ore refinery. Note that ship repair components used to repair boarded ships can be harvested from other ships, or, ideally by salvaging wreckage in Star Systems. Salvaging wreckages is the best way to gather these materials.
GENERAL PATCH NOTES:
UPDATED - Additional checks are now in place to avoid bad enemy target clicks that lead to movement instead of attacks. In addition, when rolling over an enemy in combat, the enemy will pause animation so you can get a very "clean" target selection. Previously, some enemies animations could lead to bad information at the moment a player would click, leading to an unintended move. Hopefully this reduces or eliminates these annoyances. Let me know what you think on the forums. Is this better, worse?
UPDATED - Fog of war data on the ground area map [M] now persists between areas and saves.
UPDATED - Phestus will now give you a mission to meet with Forley Coresh in Achmedius after you purchase the FTL drive from him when exiting his station. This fixes the missing quest link that would lead players to the start of Chapter 1. Regardless of when you got your FTL drive, the next time you enter a star system, the new mission will be triggered if you have not already spoken with Forley Coresh.
UPDATED - Added directional indicators to the mini-map/radar for N,S,E and W. The "camera" FOV indicator now has a arrow tick mark for identifying the direction your camera is facing.
UPDATED - Reduced INT bonuses to initiative for player and NPC's. This still needs work as INT is generating too much initiative.
UPDATED - When pressing the highlight key bind, NPC's that can be recruited are now highlighted in green. NPC's that have procedural missions are highlighted in blue. Faction agents are highlighted in blue.
UPDATED - Ship loot containers now display distance to the players ship.
UPDATED - Moved star system player spawn point and jump points away from planetary orbits to avoid possibly intersecting with a planets on spawn.
UPDATED - No random attacks when entering Achmedius - this is to smooth out the starting experience in the game. This also applies to attacks related to carrying contraband.
UPDATED - Added more responses when selecting NPCs.
FIXED - Removed shields from creature type enemies.
FIXED - A number of typos in the English language files.
FIXED - Multiple clicks on exits and during loading could lead to a level lockup or misaligned camera.
FIXED - Corrected feedback text to log when delivering trade contracts.
FIXED - Several localization errors.
FIXED - Various areas - map and mini-map did not correctly display the map background.
FIXED - A non-critical bug related to experience when selling ships to Arkus.
FIXED - Visual error with Psionic bleed projectiles.
FIXED - Mission objectives UI under radar/map for boarded areas and new areas that use the UI is now correctly displayed when entering or re-entering these areas.
FIXED - 2 hand pierce weapons now generate the correct salvage items.
FIXED - A glitch that could break the mission at Craysons Depot when speaking with Dr. Rhamus.
FIXED - A bug related to ship repair on new starter ships. Ship equipment wear states set to 100% if not properly initialized.
FIXED: A random crash during enemies combat turn.
FIXED - Phestus' FTL drive could not be equipped on the starting Explorer or Merchant vessels. Thanks for reporting the bug Chungo Beepis!
Lots of changes today and a few bug fixes. Meanwhile, I am working on the Chapter 2 content which should be released late December or January. Notes below.
GAME ENGINE UPDATED: Much smoother gameplay even with saves that have hundreds of hours played. In general, the updated core engine will provide better visual fidelity, smoother camera movement and reduce "stutter" in most cases depending on your hardware.
Camera smoothing updated.
The game engine now requests the highest power GPU for laptops and systems that have both Intel and NVidia/ATI GPU's. In the past, this was a problem. In many cases the default settings on Laptops were trying to render the game on the Intel GPU which was much slower and in some cases did not fully support the shaders required to render game effects, causing crashes on these systems. The work around was to manually force high power rendering through the control panels. NOTE: The new engine only supports 64bit OS. For 32bit OS, the game will fall back to the older renderer/engine.
RADAR MINI-MAP: The radar now includes a mini-map of the area.
CHARACTER CREATION UPDATED: When starting a new game, you are now presented with three options that set both a starting ship and career bonuses. When exiting the Aznari ruins, your career choice will set the ship type you find waiting for you on the planets surface. Career bonuses can be found below:
BOUNTY HUNTER - INTERCEPTOR: PHARRIS MACE AK-7 EXPLORER - Pharris Starhawk EXG-3 MERCHANT - Tarsus MRCH-2
NOTES: The Tarsus MRCH-2 has had it's turrets adjusted. When a Tarsus MRCH-2 is reviewed at a ship vendor, when purchased, or as the starter ship, the turret configuration will be 4 light turret and 2 light missile hard points. The missile turrets have been downgraded to light mount points from heavy hardpoints. If you have already purchased a Tarsus MRCH-2, the heavy mountpoints will remain as they were before the patch until you swap them for another turret. This was done to balance the starting ships and bring the ship in line with the cost/value.
The Pharris Starhawk EXG-3 has had its default cargo increased from 850 to 1170 cargo so drone ore cargo can be retrieved. Though really, if you want to retrieve ore instead of auto-sell, you are better off with more cargo space.
CAREER BONUSES: When loading an existing save, you will be given the option to select a CAREER BONUS. These are the same bonuses applied by selecting your starting career in character creation - less the choice of your starting ship. These bonuses are permanent:
BOUNTY HUNTER GUNNERY: +5% DAMAGE BONUS SPACE COMBAT (ACTIVE SHIP) MORALE: +5% DAMAGE BONUS GROUND COMBAT (ALL CREW MEMBERS)
EXPLORER SCAN MASTERY: FACTION AGENTS PAY DOUBLE FOR YOUR SCAN DATA. KEEN EYE: YOU TEND TO FIND BETTER EQUIPMENT WHEN LOOTING CHESTS AND LOCKERS
MERCHANT NEGOTIATOR: +10% PROFIT WHEN DELIVERING TRADE ORDERS FOUND ON THE TRADE-NET. CHARISMATIC: VENDORS CHARGE 10% LESS FOR EVERYTHING – EVEN SHIPS
SHIP CLASS BONUSES: All ships now have ship class bonuses: INTERCEPTOR, LIGHT FIGHTER, MEDIUM FIGHTER, HEAVY FIGHTER: AFTERBURNERS DO NOT DEPLETE CAPACITOR (This was always the case with Interceptors and Light Fighters). +10% BONUS TO SPEED IN STAR SYSTEMS.
EXPLORER +10% SPEED BONUS IN FTL SPACE +50% SCAN RANGE
LIGHT MERCHANT, MEDIUM, HEAVY MERCHANT AND CARGO CARRIER: +10% MINING TURRET SPEED. +10% DRONE MINING SPEED.
QUICK TUTORIALS: New mini tutorials that quickly walk players through basic systems. - extended information is still available in the in-game guide and on the Wiki https://stellartactics.fandom.com/wiki/Stellar_Tactics_Wiki. You can disable tutorials in the options menu.
When first entering space. Basic ship systems and navigation.
First entering space combat. Basic ship combat and combat systems.
When entering a star system once your FTL drive is equipped. How to enter FTL space and basic information about travel, faction agents and Star System recommended levels.
A tutorial when first entering FTL space. Basic FTL navigation.
A tutorial for beacons. Information related to placing and using beacons for fast travel and initializing the Trade-Net.
Additional tutorials will be available in future patches for ground exploration, ground combat, hacking, salvaging, crew management, crafting, Trade-Net, boarding, mining and drones.
WANDERING NPC'S: Mercs for hire now wander around stations. Mercs have a YELLOW dot on radar - other NPC's that are not merchants or faction agents have a BLUE dot. These NPC's will issue random missions in a future update.
UPDATED - Improved load times.
UPDATED - NPC ships regardless of faction are no longer hostile to the player until Dr. Rhamus and Dr. Jensen leave your crew. Note that incursions will also not be generated until the Dr's leave your crew. You can still attack ships at which point ships will become hostile.
UPDATED - The game radar was overhauled. It now includes a map of the area in the background.
UPDATED - Cursor lock for multiple monitors is enabled again.
UPDATED - Excess weapon ammo will not be generated as loot.
FIXED - After collecting the scanner from Dr. Rhamus, you could return to Crayson's Depot and Dr. Rhamus would still be at this location.
FIXED - Rolling over the Aznari scanner would not display the mission percent complete.
FIXED - An exploit when buying faction equipment and selling to merchants.
LOCALIZATION NOTE: New strings in languages other than English and German will be rough until a new round of localization is completed.
FIXED - When crafting, in certain cases, AP was left over and could not be applied to a crafted item that still had progress left to complete.
FIXED: A number of items were displaying an incorrect string in the crafting window (DEFEND instead of Crafted).
FIXED - Fixed a bug that was keeping the Psionic Amplifier from displaying the bar and correct icons for the selected amplification and editor on crew members other than the primary crew member.
FIXED - At least I hope this is a final fix. Rollover info labels could be scaled beyond the rollover info container making it impossible to see all the data.
FIXED - If you translocated via Jump Point between systems with beacons, and the initial star system had an Aznari ruin, Aznari ruins would show up in any system with a beacon until you traveled via FTL space. Translocating via Jump Points now correctly resets the Aznari state.
FIXED - It was possible to see Aznari ruins in systems with beacons after translocating between systems using a Jump Point - even though you had not completed the Scanner mission.
FIXED - If the last enemy dies from a grenade, ending combat - the crew member who threw the grenade was locked and could not move until manually entering and exiting combat or saving->exiting and reloading your save.
FIXED - Aznari Scanner was not being activated when in scanner range on the FTL map.
FIXED - Alignment of crafted item info in crafting UI.
UPDATED - Forley Coresh on Achmedius trade station will always send you to meet Rodger Crayson regardless of dialog options selected.
UPDATED - Ship directional shield settings are no longer reset when an enemy ship is destroyed.
UPDATED - Hacking tools can be deleted from the backpack. Other devices cannot be deleted.
FIXED - Adjusted font size of ship description info at ship vendors.
FIXED - A bug related to bleed resists that could make PC's invulnerable to damage.
FIXED - The rollover info display was being scaled incorrectly in some cases.
FIXED - Various typos.
UPDATED - Increased the availability of grenades and the number of grenades looted and sold by vendors.
UPDATED - The cursor lock option for multiple monitors is now disabled in the options menu until a fix for cursor lock can be implemented.
UPDATED - Various UI elements now allow for scrolling. Scrollbars forced on.
UPDATED: When crafting, you can press ENTER to start crafting an item and process the crafted item.
FIXED - Aznari Ruin landing locations are no longer visible from FTL space when viewing planetary surfaces. You must enter the star system indicated by the Aznari Scanner and target/scan the first planet in a star system.
FIXED - The Psionic cast bar is now hidden when crafting.
FIXED - A bug with faction agents (not primary factions) disappearing when saving and then reloading when in the same area.